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BLaBZ
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Yes, it works. The capacity depends on your bandwidth, what information you are passing, and how frequently you are sending it. I'm afraid I can't tell you a precise number of units it can handle, because that will vary a lot from game to game.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Probably a stupid question, I'm a bit of a newb(post 3 hurray!)

 

How well does the leadwerks networking module work? Would you say well enough for an rts with hundreds of units(and no client side predicting)

 

thx :)

 

Hi, funnyben.

I don't think you'd even need/want to use any client side prediction with an rts.

 

Wouldn't you want to use the reliable TCP protocol and only transmit the user interactions (button clicks)?

Syncing all the unit positions is way too inefficient and inaccurate...

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Wouldn't you want to use the reliable TCP protocol and only transmit the user interactions (button clicks)?

Syncing all the unit positions is way too inefficient and inaccurate...

 

I would think you would need to do that. If the client is just sending user input to the server, then the server controls all unit information and would have to send that data back to the clients to sync.

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I would think you would need to do that. If the client is just sending user input to the server, then the server controls all unit information and would have to send that data back to the clients to sync.

 

What Rick said. Would be awfully inconvenient if clicks would be sent to the other peer and both clients would do their own pathfinding :)

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